sync controls cleanup:

move sync display/saving out of complicated ScreenGameplay
  show sync UI in editor playback as well as gameplay
  revert sync from in-memory backup, not from disk
  move more functions into debug overlay
This commit is contained in:
Chris Danford
2005-05-19 23:29:39 +00:00
parent f20e5915b0
commit d67d60e178
34 changed files with 902 additions and 383 deletions
+16 -4
View File
@@ -165,16 +165,28 @@ float TimingData::GetBPMAtBeat( float fBeat ) const
return m_BPMSegments[i].GetBPM();
}
BPMSegment& TimingData::GetBPMSegmentAtBeat( float fBeat )
int TimingData::GetBPMSegmentIndexAtBeat( float fBeat )
{
int iIndex = BeatToNoteRow( fBeat );
unsigned i;
for( i=0; i<m_BPMSegments.size()-1; i++ )
int i;
for( i=0; i<(int)(m_BPMSegments.size())-1; i++ )
if( m_BPMSegments[i+1].m_iStartIndex > iIndex )
break;
return m_BPMSegments[i];
return i;
}
BPMSegment& TimingData::GetBPMSegmentAtBeat( float fBeat )
{
static BPMSegment empty;
if( m_BPMSegments.empty() )
{
empty = BPMSegment();
return empty;
}
int i = GetBPMSegmentIndexAtBeat( fBeat );
return m_BPMSegments[i];
}
void TimingData::GetBeatAndBPSFromElapsedTime( float fElapsedTime, float &fBeatOut, float &fBPSOut, bool &bFreezeOut ) const
{